public void ShouldReturnName() { //assign ISkill actualSkillBase = new Performance(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Performance")); }
public void ShouldReturnName() { //arrange ICharacterClass classFighter = new Fighter(); //act ITextObj actualName = classFighter.Name(); //assert actualName.Should().Be(new TextObj("Fighter")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Medicine(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Medicine")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new AnimalHandling(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Animal Handling")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Survival(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Survival")); }
public void ShouldReturnName() { //assign ICharacterRace race = CharacterRace.Human; //assert ITextObj name = race.Name(); name.Should().Be(new TextObj("Human")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new SleightOfHand(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Sleight Of Hand")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Intimidation(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Intimidation")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new History(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("History")); }
public void ShouldReturnName() { //assign ISkill actualSkillBase = new Athletics(); //act ITextObj name = actualSkillBase.Name(); //assert name.Should().Be(new TextObj("Athletics")); }
public void ShouldReturnCorrectStatsList() { //assign _characterSheet = new CharacterSheet(new Wizard(), new HillDwarf(), _attributeSet); TextObj expectedTextOf = new TextObj("This Works!"); //act ITextObj actualTextOf = _characterSheet.StatsList(); //assert actualTextOf.Should().Be(expectedTextOf); }
public void ShouldAppendNewLine() { //arrange ITextObj textObj = new TextObj("test"); ITextObj newLineObj = new NewLineTextObj(); ITextObj expectedTextObj = new TextObj("test\r\ntest"); //act ITextObj actualTextObj = textObj.Append(newLineObj).Append(textObj); //assert actualTextObj.Should().Be(expectedTextObj); }
public void ShouldAppendTextOfObjects() { //arrange ITextObj textObj = new TextObj("test"); ITextObj textObjAppend = new TextObj("output"); ITextObj expected = new TextObj("testoutput"); //act ITextObj actual = textObj.Append(textObjAppend); //assert actual.Should().Be(expected); }
public void ShouldReturnTextOfStats() { //TODO: add all stats //assign ITextObj expectedtTextObj = new TextObj("STR: 11\r\nDEX: 0\r\nCON: 0\r\nINT: 0"); _attributeSet.SetAttribute(CharacterAttributeName.Strength, new AttributeScore(11)); //act ITextObj actualTextObj = _attributeSet.DisplayText(); //assert actualTextObj.Should().Be(expectedtTextObj); }
protected Halfling(ITextObj race) : base(race) { }
protected CharacterClassBase(ITextObj className) { _className = className; }
protected Dwarf(ITextObj race) : base(race) { }
protected ProficiencyBase(ITextObj name) : base(name) { }
protected EquatableProficiency(ITextObj name) { ProficiencyName = name; }
protected SkillBase(ITextObj skillName, ICharacterAttribute baseAttribute, bool activateSkill) { _skillName = skillName; _baseAttribute = baseAttribute; _activateSkill = activateSkill; }
internal Elf(ITextObj race) : base(race) { }
public ITextObj Append(ITextObj textObjAppend) => new TextObjBase(Text + ((TextObjBase)textObjAppend).Text);
internal CharacterRace(ITextObj race) { _race = race; }